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			118 lines
		
	
	
	
		
			5.2 KiB
		
	
	
	
		
			ReStructuredText
		
	
	
	
	
	
| Camera Settings
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| ###############
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| 
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| .. note::
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|     Some camera settings are available only in the in-game settings menu. See the tab "Scripts/OpenMW Camera".
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| 
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| .. omw-setting::
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|    :title: near clip
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|    :type: float32
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|    :range: ≥ 0.005
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|    :default: 1
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|    
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| 
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|    This setting controls the distance to the near clipping plane. The value must be greater than zero.
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|    Values greater than approximately 18.0 will occasionally clip objects in the world in front of the character.
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|    Values greater than approximately 8.0 will clip the character's hands in first person view
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|    and/or the back of their head in third person view.
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| 
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| .. omw-setting::
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|    :title: small feature culling
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|    :type: boolean
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|    :range: true, false
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|    :default: true
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|    
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| 
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|    This setting determines whether objects that render to a few pixels or smaller will be culled (not drawn).
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|    It generally improves performance to enable this feature,
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|    and by definition the culled objects will be very small on screen.
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|    The size in pixels for an object to be considered 'small' is controlled by a separate setting.
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| 
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| 
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| .. omw-setting::
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|    :title: small feature culling pixel size
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|    :type: float32
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|    :range: > 0
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|    :default: 2
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|    
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| 
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|    Controls the cutoff in pixels for the 'small feature culling' setting,
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|    which will have no effect if 'small feature culling' is disabled.
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| 
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| .. omw-setting::
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|    :title: viewing distance
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|    :type: float32
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|    :range: ≥ 0
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|    :default: 7168
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|    :location: :bdg-success:`Launcher > Settings > Visuals > Terrain` :bdg-info:`In Game > Options > Detail`
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| 
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|    This value controls the maximum visible distance (also called the far clipping plane).
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|    Larger values significantly improve rendering in exterior spaces,
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|    but also increase the amount of rendered geometry and significantly reduce the frame rate.
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|    Note that when cells are visible before loading, the geometry will "pop-in" suddenly,
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|    creating a jarring visual effect. To prevent this effect, this value should not be greater than:
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| 
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|    .. math::
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| 
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|    	\text{CellSizeInUnits} \times \text{CellGridRadius} - 1024
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| 
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|    The CellSizeInUnits is the size of a game cell in units (8192 by default), CellGridRadius determines how many
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|    neighboring cells to current one to load (1 by default - 3x3 grid), and 1024 is the threshold distance for loading a new cell.
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|    The field of view setting also interacts with this setting because the view frustum end is a plane,
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|    so you can see further at the edges of the screen than you should be able to.
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|    This can be observed in game by looking at distant objects
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|    and rotating the camera so the objects are near the edge of the screen.
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|    As a result, this distance is recommended to further be reduced to avoid pop-in for wide fields of view
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|    and long viewing distances near the edges of the screen if distant terrain and object paging are not used.
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| 
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|    Reductions of up to 25% or more can be required to completely eliminate this pop-in.
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|    Such situations are unusual and probably not worth the performance penalty introduced
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|    by loading geometry obscured by fog in the center of the screen.
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|    See RenderingManager::configureFog for the relevant source code.
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| 
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|    This setting can be adjusted in game from the ridiculously low value of 2500 units to a maximum of 7168 units
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|    using the View Distance slider in the Detail tab of the Video panel of the Options menu, unless distant terrain is enabled,
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|    in which case the maximum is increased to 81920 units.
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| 
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| .. omw-setting::
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|    :title: field of view
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|    :type: float32
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|    :range: [1,179]
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|    :default: 60
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|    :location: :bdg-info:`In Game > Options > Video`
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| 
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|    Sets the camera field of view in degrees. Recommended values range from 30 degrees to 110 degrees.
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|    Small values provide a very narrow field of view that creates a "zoomed in" effect,
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|    while large values cause distortion at the edges of the screen.
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|    The "field of view" setting interacts with aspect ratio of your video resolution in that more square aspect ratios
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|    (e.g. 4:3) need a wider field of view to more resemble the same field of view on a widescreen (e.g. 16:9) monitor.
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| 
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| .. omw-setting::
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|    :title: first person field of view
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|    :type: float32
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|    :range: [1,179]
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|    :default: 60
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|    
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| 
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|    This setting controls the field of view for first person meshes such as the player's hands and held objects.
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|    It is not recommended to change this value from its default value
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|    because the Bethesda provided Morrowind assets do not adapt well to large values,
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|    while small values can result in the hands not being visible.
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| 
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| .. omw-setting::
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|    :title: reverse z
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|    :type: boolean
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|    :range: true, false
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|    :default: true
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|    
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| 
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|    Enables a reverse-z depth buffer in which the depth range is reversed. This
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|    allows for small :ref:`near clip` values and removes almost all z-fighting with
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|    terrain and even tightly coupled meshes at extreme view distances. For this to
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|    be useful, a floating point depth buffer is required. These features require
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|    driver and hardware support, but should work on any semi-modern desktop hardware
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|    through OpenGL extensions. The exception is macOS, which has since dropped
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|    development of OpenGL drivers. If unsupported, this setting has no effect.
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| 
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|    Note, this will force OpenMW to use shaders as if :ref:`force shaders` was enabled.
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|    The performance impact of this feature should be negligible.
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